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16_canvas.txt
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16_canvas.txt
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:chap_num: 16
:prev_link: 15_game
:next_link: 17_http
:load_files: ["code/chapter/15_game.js", "code/game_levels.js", "code/chapter/16_canvas.js"]
:zip: html include=["img/player.png", "img/sprites.png"]
= Drawing on Canvas =
[chapterquote="true"]
[quote,M.C. Escher,cited by Bruno Ernst in The Magic Mirror of M.C. Escher]
____
Drawing is deception.
____
(((Escher+++,+++ M.C.)))(((CSS)))(((transform (CSS))))Browsers give us
several ways to display ((graphics)). The simplest way is to use styles to
position and color regular ((DOM)) elements. This can
get you quite far, as the game in the link:15_game.html#game[previous chapter]
showed. By adding partially transparent background ((image))s to the
nodes, we can make them look exactly the way we want. It is even
possible to rotate or skew nodes by using the `transform` style.
But we'd be using the DOM for something that it wasn't originally
designed for. Some tasks, such as drawing a ((line)) between
arbitrary points, are extremely awkward to do with regular
((HTML)) elements.
(((SVG)))(((img (HTML tag))))There are two alternatives. The first is DOM-based
but utilizes _Scalable Vector Graphics (SVG)_, rather than HTML
elements. Think of SVG as a dialect for describing
((document))s that focuses on ((shape))s rather than text. You can embed an SVG
document in an HTML document, or you can include it
through an `<img>` tag.
(((clearing)))The second alternative is called a _((canvas))_. A
canvas is a single ((DOM)) element that encapsulates a ((picture)). It
provides a programming ((interface)) for drawing ((shape))s onto the
space taken up by the node. The main difference between a canvas and
an SVG picture is that in SVG the original description of the shapes
is preserved so that they can be moved or resized at any time.
A canvas, on the other hand, converts the shapes to ((pixel))s (colored
dots on a raster) as soon as they are drawn and does not remember
what these pixels represent. The only way to move a shape on a canvas
is to clear the canvas (or the part of the canvas around the shape) and redraw it
with the shape in a new position.
== SVG ==
This book will not go into ((SVG)) in detail, but I will briefly
explain how it works. At the
link:16_canvas.html#graphics_tradeoffs[end of the chapter], I'll come
back to the trade-offs that you must consider when deciding which
((drawing)) mechanism is appropriate for a given application.
This is an HTML document with a simple SVG ((picture)) in it:
[sandbox="svg"]
[source,text/html]
----
<p>Normal HTML here.</p>
<svg xmlns="http://www.w3.org/2000/svg">
<circle r="50" cx="50" cy="50" fill="red"/>
<rect x="120" y="5" width="90" height="90"
stroke="blue" fill="none"/>
</svg>
----
(((circle (SVG tag))))(((rect (SVG tag))))(((XML namespace)))(((XML)))(((xmlns
attribute)))The `xmlns` attribute changes an element (and its
children) to a different _XML namespace_. This namespace, identified
by a ((URL)), specifies the dialect that we are currently speaking.
The `<circle>` and `<rect>` tags, which do not exist in HTML, do have
a meaning in SVG—they draw shapes using the style and position
specified by their attributes.
ifdef::book_target[]
The document is displayed like this:
image::img/svg-demo.png[alt="An embedded SVG image",width="4.5cm"]
endif::book_target[]
These tags create ((DOM)) elements, just like ((HTML)) tags. For
example, this changes the `<circle>` element to be ((color))ed cyan
instead:
[sandbox="svg"]
[source,javascript]
----
var circle = document.querySelector("circle");
circle.setAttribute("fill", "cyan");
----
== The canvas element ==
(((canvas,size)))(((canvas (HTML tag))))Canvas ((graphics)) can be drawn
onto a `<canvas>` element. You can give such an element `width` and
`height` attributes to determine its size in ((pixel))s.
A new canvas is empty, meaning it is entirely ((transparent)) and
thus shows up simply as empty space in the document.
(((2d (canvas context))))(((webgl (canvas
context))))(((OpenGL)))(((canvas,context)))(((dimensions)))The `<canvas>`
tag is intended to support different styles of ((drawing)). To get
access to an actual drawing ((interface)), we first need to create a
_((context))_, which is an object whose methods provide the drawing
interface. There are currently two widely supported drawing styles:
`"2d"` for two-dimensional graphics and `"webgl"` for
three-dimensional graphics through the OpenGL interface.
(((rendering)))(((graphics)))(((efficiency)))This book won't discuss
WebGL. We stick to two dimensions. But if you are interested in
three-dimensional graphics, I do encourage you to look into WebGL. It
provides a very direct interface to modern graphics hardware and thus
allows you to render even complicated scenes efficiently, using
JavaScript.
(((getContext method)))(((canvas,context)))A ((context)) is created
through the `getContext` method on the `<canvas>` element.
[source,text/html]
----
<p>Before canvas.</p>
<canvas width="120" height="60"></canvas>
<p>After canvas.</p>
<script>
var canvas = document.querySelector("canvas");
var context = canvas.getContext("2d");
context.fillStyle = "red";
context.fillRect(10, 10, 100, 50);
</script>
----
After creating the context object, the example draws a red
((rectangle)) 100 ((pixel))s wide and 50 pixels high, with its top-left
corner at coordinates (10,10).
ifdef::book_target[]
image::img/canvas_fill.png[alt="A canvas with a rectangle",width="2.5cm"]
endif::book_target[]
(((SVG)))(((coordinates)))Just like in ((HTML)) (and SVG), the
coordinate system that the canvas uses puts (0,0) at the top-left
corner, and the positive y-((axis)) goes down from there. So (10,10)
is 10 pixels below and to the right of the top-left corner.
[[fill_stroke]]
== Filling and stroking ==
(((filling)))(((stroking)))(((drawing)))(((SVG)))In the ((canvas)) interface,
a shape can be _filled_, meaning its area is given a certain color or pattern,
or it can be _stroked_, which means a ((line)) is drawn along its edge. The
same terminology is used by SVG.
(((fillRect method)))(((strokeRect method)))The `fillRect` method fills
a ((rectangle)). It takes first the x- and y-((coordinates)) of the
rectangle's top-left corner, then its width, and then its height. A
similar method, `strokeRect`, draws the ((outline)) of a rectangle.
(((property)))(((state)))Neither method takes any further parameters.
The color of the fill, thickness of the stroke, and so on are not
determined by an argument to the method (as you might justly expect)
but rather by properties of the context object.
(((filling)))(((fillStyle property)))Setting `fillStyle` changes the way shapes are
filled. It can be set to a string that specifies a ((color)), and any
color understood by ((CSS)) can also be used here.
(((stroking)))(((line width)))(((strokeStyle property)))(((lineWidth
property)))(((canvas)))The `strokeStyle` property works similarly but
determines the color used for a stroked line. The width of that line
is determined by the `lineWidth` property, which may contain any
positive number.
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
cx.strokeStyle = "blue";
cx.strokeRect(5, 5, 50, 50);
cx.lineWidth = 5;
cx.strokeRect(135, 5, 50, 50);
</script>
----
ifdef::book_target[]
This code draws two blue squares, using a thicker line for the second
one.
image::img/canvas_stroke.png[alt="Two stroked squares",width="5cm"]
endif::book_target[]
(((default value)))(((canvas,size)))When no `width` or `height`
attribute is specified, as in the previous example, a canvas element
gets a default width of 300 pixels and height of 150 pixels.
== Paths ==
(((path,canvas)))(((interface,design)))(((canvas,path)))A path is a
sequence of ((line))s. The 2D canvas interface takes a peculiar
approach to describing such a path. It is done entirely through
((side effect))s. Paths are not values that can be stored and
passed around. Instead, if you want to do something with a path, you
make a sequence of method calls to describe its shape.
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
cx.beginPath();
for (var y = 10; y < 100; y += 10) {
cx.moveTo(10, y);
cx.lineTo(90, y);
}
cx.stroke();
</script>
----
(((canvas)))(((stroke method)))(((lineTo method)))(((moveTo
method)))(((shape)))This example creates a path with a number of
horizontal ((line)) segments and then strokes it using the `stroke`
method. Each segment created with `lineTo` starts at the path's
_current_ position. That position is usually the end of the last segment,
unless `moveTo` was called. In that case, the next segment would start
at the position passed to `moveTo`.
ifdef::book_target[]
The path described by the previous program looks like this:
image::img/canvas_path.png[alt="Stroking a number of lines",width="2.1cm"]
endif::book_target[]
(((path,canvas)))(((filling)))(((path,closing)))(((fill method)))When
filling a path (using the `fill` method), each ((shape)) is filled
separately. A path can contain multiple shapes—each `moveTo` motion
starts a new one. But the path needs to be _closed_ (meaning its start and
end are in the same position) before it can be filled. If the path is not
already closed, a line is added from its end to its
start, and the shape enclosed by the completed path is filled.
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
cx.beginPath();
cx.moveTo(50, 10);
cx.lineTo(10, 70);
cx.lineTo(90, 70);
cx.fill();
</script>
----
This example draws a filled triangle. Note that only two of the triangle's
sides are explicitly drawn. The third, from the bottom-right corner
back to the top, is implied and won't be there when you stroke the
path.
ifdef::book_target[]
image::img/canvas_triangle.png[alt="Filling a path",width="2.2cm"]
endif::book_target[]
(((stroke method)))(((closePath
method)))(((path,closing)))(((canvas)))You could also use the `closePath` method
to explicitly close a path by adding an actual ((line)) segment back to
the path's start. This segment _is_ drawn when stroking the path.
== Curves ==
(((path,canvas)))(((canvas)))(((drawing)))A path may also contain ((curve))d
((line))s. These are, unfortunately, a bit more involved to draw than
straight lines.
(((quadraticCurveTo method)))The `quadraticCurveTo` method draws a
curve to a given point. To determine the curvature of the line, the method is
given a ((control point)) as well as a destination point.
Imagine this control point as _attracting_ the line, giving the line its
curve. The line won't go through the control point. Rather, the
direction of the line at its start and end points will be such that it
aligns with the line from there to the control point. The following
example illustrates this:
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
cx.beginPath();
cx.moveTo(10, 90);
// control=(60,10) goal=(90,90)
cx.quadraticCurveTo(60, 10, 90, 90);
cx.lineTo(60, 10);
cx.closePath();
cx.stroke();
</script>
----
ifdef::book_target[]
It produces a path that looks like this:
image::img/canvas_quadraticcurve.png[alt="A quadratic curve",width="2.3cm"]
endif::book_target[]
(((stroke method)))We draw a ((quadratic curve)) from the left to the
right, with (60,10) as control point, and then draw two ((line))
segments going through that control point and back to the start of
the line. The result somewhat resembles a _((Star Trek))_ insignia. You
can see the effect of the control point: the lines leaving the lower
corners start off in the direction of the control point and then
((curve)) toward their target.
(((canvas)))(((bezierCurveTo method))) The `bezierCurveTo` method draws a
similar kind of curve. Instead of a single ((control point)), this one
has two—one for each of the ((line))'s endpoints. Here is a similar sketch to
illustrate the behavior of such a curve:
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
cx.beginPath();
cx.moveTo(10, 90);
// control1=(10,10) control2=(90,10) goal=(50,90)
cx.bezierCurveTo(10, 10, 90, 10, 50, 90);
cx.lineTo(90, 10);
cx.lineTo(10, 10);
cx.closePath();
cx.stroke();
</script>
----
The two control points specify the direction at both ends of the
curve. The further they are away from their corresponding point, the
more the curve will “bulge” in that direction.
ifdef::book_target[]
image::img/canvas_beziercurve.png[alt="A bezier curve",width="2.2cm"]
endif::book_target[]
(((trial and error)))Such ((curve))s can be hard to work with—it's
not always clear how to find the ((control point))s that provide the
((shape)) you are looking for. Sometimes you can compute
them, and sometimes you'll just have to find a suitable value by trial
and error.
(((rounding)))(((canvas)))(((arcTo method)))(((arc)))__Arcs__—fragments of a
((circle))—are easier to reason about. The `arcTo` method
takes no less than five arguments. The first four arguments act
somewhat like the arguments to ++quadraticCurveTo++. The first pair
provides a sort of ((control point)), and the second pair gives the
line's destination. The fifth argument provides the ((radius)) of the
arc. The method will conceptually project a corner—a line going to the
control point and then to the destination point—and round the corner's point so
that it forms part of a circle with the given radius. The `arcTo` method then draws
the rounded part, as well as a line from the starting position to the
start of the rounded part.
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
cx.beginPath();
cx.moveTo(10, 10);
// control=(90,10) goal=(90,90) radius=20
cx.arcTo(90, 10, 90, 90, 20);
cx.moveTo(10, 10);
// control=(90,10) goal=(90,90) radius=80
cx.arcTo(90, 10, 90, 90, 80);
cx.stroke();
</script>
----
ifdef::book_target[]
This produces two rounded corners with different radii.
image::img/canvas_arc.png[alt="Two arcs with different radii",width="2.3cm"]
endif::book_target[]
(((canvas)))(((arcTo method)))(((lineTo method)))The `arcTo` method
won't draw the line from the end of the rounded part to the goal
position, though the word _to_ in its name would suggest it does. You
can follow up with a call to `lineTo` with the same goal coordinates
to add that part of the line.
(((arc method)))(((arc)))To draw a ((circle)), you could use four
calls to `arcTo` (each turning 90 degrees). But the `arc` method
provides a simpler way. It takes a pair of ((coordinates)) for the
arc's center, a radius, and then a start and end angle.
(((pi)))(((Math.PI constant)))Those last two parameters make it
possible to draw only part of circle. The ((angle))s are measured in
((radian))s, not ((degree))s. This means a full ((circle)) has an
angle of 2π, or `2 * Math.PI`, which is about 6.28. The angle starts counting at
the point to the right of the circle's center and goes clockwise from
there. You can use a start of 0 and an end bigger than 2π (say, 7)
to draw a full circle.
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
cx.beginPath();
// center=(50,50) radius=40 angle=0 to 7
cx.arc(50, 50, 40, 0, 7);
// center=(150,50) radius=40 angle=0 to ½π
cx.arc(150, 50, 40, 0, 0.5 * Math.PI);
cx.stroke();
</script>
----
(((moveTo method)))(((arc method)))(((path, canvas)))The resulting picture
contains a ((line)) from the right of the full circle (first call to
`arc`) to the right of the quarter-((circle)) (second call). Like other
path-drawing methods, a line drawn with `arc` is connected to the
previous path segment by default. You'd have to call `moveTo` or
start a new path if you want to avoid this.
ifdef::book_target[]
image::img/canvas_circle.png[alt="Drawing a circle",width="4.9cm"]
endif::book_target[]
[[pie_chart]]
== Drawing a pie chart ==
(((pie chart example)))Imagine you've just taken a ((job)) at
EconomiCorp, Inc., and your first assignment is to draw a pie chart of
their customer satisfaction ((survey)) results.
The `results` variable contains an array of objects that represent the
survey responses.
// include_code
[sandbox="pie"]
[source,javascript]
----
var results = [
{name: "Satisfied", count: 1043, color: "lightblue"},
{name: "Neutral", count: 563, color: "lightgreen"},
{name: "Unsatisfied", count: 510, color: "pink"},
{name: "No comment", count: 175, color: "silver"}
];
----
(((pie chart example)))To draw a pie chart, we draw a number of pie
slices, each made up of an ((arc)) and a pair of ((line))s to the center
of that arc. We can compute the ((angle)) taken up by each arc by dividing
a full circle (2π) by the total number of responses and then
multiplying that number (the angle per response) by the number of
people who picked a given choice.
[sandbox="pie"]
[source,text/html]
----
<canvas width="200" height="200"></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
var total = results.reduce(function(sum, choice) {
return sum + choice.count;
}, 0);
// Start at the top
var currentAngle = -0.5 * Math.PI;
results.forEach(function(result) {
var sliceAngle = (result.count / total) * 2 * Math.PI;
cx.beginPath();
// center=100,100, radius=100
// from current angle, clockwise by slice's angle
cx.arc(100, 100, 100,
currentAngle, currentAngle + sliceAngle);
currentAngle += sliceAngle;
cx.lineTo(100, 100);
cx.fillStyle = result.color;
cx.fill();
});
</script>
----
ifdef::book_target[]
This draws the following chart:
image::img/canvas_pie_chart.png[alt="A pie chart",width="5cm"]
endif::book_target[]
But a chart that doesn't tell us what it means isn't very helpful. We
need a way to draw text to the ((canvas)).
== Text ==
(((stroking)))(((filling)))(((fillColor property)))(((fillText
method)))(((strokeText method)))A 2D canvas drawing context provides
the methods `fillText` and `strokeText`. The latter can be useful for
outlining letters, but usually `fillText` is what you need. It will
fill the given ((text)) with the current `fillColor`.
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
cx.font = "28px Georgia";
cx.fillStyle = "fuchsia";
cx.fillText("I can draw text, too!", 10, 50);
</script>
----
You can specify the size, style, and ((font)) of the text with the
`font` property. This example just gives a font size and family name.
You can add `italic` or `bold` to the start of the string to select a
style.
(((fillText method)))(((strokeText method)))(((textAlign
property)))(((textBaseline property)))The last two arguments to
`fillText` (and `strokeText`) provide the position at which the font
is drawn. By default, they indicate the position of the start of the
text's alphabetic baseline, which is the line that letters “stand” on, not
counting hanging parts in letters like _j_ or _p_. You can change the horizontal
position by setting the `textAlign` property to `"end"`
or `"center"` and the vertical position by setting `textBaseline` to
`"top"`, `"middle"`, or `"bottom"`.
(((pie chart example)))We will come back to our pie chart, and the
problem of ((label))ing the slices, in the
link:16_canvas.html#exercise_pie_chart[exercises] at the end of the
chapter.
== Images ==
(((vector graphics)))(((bitmap graphics)))In computer ((graphics)), a
distinction is often made between _vector_ graphics and _bitmap_
graphics. The first is what we have been doing so far in this
chapter—specifying a picture by giving a logical description of
((shape))s. Bitmap graphics, on the other hand, don't specify actual
shapes but rather work with ((pixel)) data (rasters of colored dots).
(((load event)))(((event handling)))(((img (HTML tag))))(((drawImage
method)))The `drawImage` method allows us to draw ((pixel)) data onto
a ((canvas)). This pixel data can originate from an `<img>` element or
from another canvas, and neither has to be visible in the actual
document. The following example creates a detached `<img>` element and
loads an image file into it. But it cannot immediately start drawing
from this picture because the browser may not have fetched it yet. To
deal with this, we register a `"load"` event handler and do the
drawing after the image has loaded.
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
var img = document.createElement("img");
img.src = "img/hat.png";
img.addEventListener("load", function() {
for (var x = 10; x < 200; x += 30)
cx.drawImage(img, x, 10);
});
</script>
----
(((drawImage method)))(((scaling)))By default, `drawImage` will draw
the image at its original size. You can also give it two additional
arguments to dictate a different width and height.
When `drawImage` is given _nine_ arguments, it can be used to draw
only a fragment of an image. The second through fifth arguments indicate the
rectangle (x, y, width, and height) in the source image that should be
copied, and the sixth to ninth arguments give the rectangle (on the
canvas) into which it should be copied.
(((player character)))(((pixel art)))This can be used to pack multiple
_((sprite))s_ (image elements) into a single image file and then
draw only the part you need. For example, we have this picture containing a
game character in multiple ((pose))s:
image::img/player_big.png[alt="Various poses of a game character",width="6cm"]
By alternating which pose we draw, we can show an ((animation)) that
looks like a walking character.
(((fillRect method)))(((clearRect method)))(((clearing)))To animate
the ((picture)) on a ((canvas)), the `clearRect` method is useful. It
resembles `fillRect`, but instead of coloring the rectangle, it makes
it ((transparent)), removing the previously drawn pixels.
(((setInterval function)))(((img (HTML tag))))We know that each
_((sprite))_, each subpicture, is 24 ((pixel))s wide and 30 pixels
high. The following code loads the image and then sets up an interval
(repeated timer) to draw the next _((frame))_:
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
var img = document.createElement("img");
img.src = "img/player.png";
var spriteW = 24, spriteH = 30;
img.addEventListener("load", function() {
var cycle = 0;
setInterval(function() {
cx.clearRect(0, 0, spriteW, spriteH);
cx.drawImage(img,
// source rectangle
cycle * spriteW, 0, spriteW, spriteH,
// destination rectangle
0, 0, spriteW, spriteH);
cycle = (cycle + 1) % 8;
}, 120);
});
</script>
----
(((remainder operator)))(((% operator)))The `cycle` variable tracks
our position in the ((animation)). Each ((frame)), it is incremented
and then clipped back to the 0 to 7 range by using the remainder
operator. This variable is then used to compute the x-coordinate that
the sprite for the current pose has in the picture.
== Transformation ==
indexsee:[flipping,mirroring]
(((transformation)))(((mirroring)))But what if we want our character to
walk to the left instead of to the right? We could add another set of
sprites, of course. But we can also instruct the ((canvas)) to draw
the picture the other way round.
(((scale method)))(((scaling)))Calling the `scale` method will cause
anything drawn after it to be scaled. This method takes two parameters, one to
set a horizontal scale and one to set a vertical scale.
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
cx.scale(3, .5);
cx.beginPath();
cx.arc(50, 50, 40, 0, 7);
cx.lineWidth = 3;
cx.stroke();
</script>
----
ifdef::book_target[]
Due to the call to `scale`, the circle is drawn three times as wide
and half as high.
image::img/canvas_scale.png[alt="A scaled circle",width="6.6cm"]
endif::book_target[]
(((mirroring)))Scaling will cause everything about the drawn image, including the
((line width)), to be stretched out or squeezed together as specified.
Scaling by a negative amount will flip the picture around. The
flipping happens around point (0,0), which means it will also
flip the direction of the coordinate system. When a horizontal scaling
of -1 is applied, a shape drawn at x position 100 will end up at what
used to be position -100.
(((drawImage method)))So to turn a picture around, we can't simply
add `cx.scale(-1, 1)` before the call to `drawImage` since that would
move our picture outside of the ((canvas)), where it won't be visible.
You could adjust the ((coordinates)) given to
`drawImage` to compensate for this by drawing the image at x position -50
instead of 0. Another solution, which doesn't require the code that does
the drawing to know about the scale change, is to adjust the ((axis))
around which the scaling happens.
(((rotate method)))(((translate method)))(((transformation)))There are several
other methods besides `scale` that influence the coordinate system for a ((canvas)).
You can rotate subsequently drawn shapes with the `rotate` method and move them with the
`translate` method. The interesting—and confusing—thing is that these
transformations _stack_, meaning that each one happens relative to the
previous transformations.
(((rotate method)))(((translate method)))So if we translate by
10 horizontal pixels twice, everything will be drawn 20 pixels to the
right. If we first move the center of the coordinate system to (50,50)
and then rotate by 20 ((degree))s (0.1π in ((radian))s), that rotation
will happen _around_ point (50,50).
image::img/transform.svg[alt="Stacking transformations",width="9cm"]
(((coordinates)))But if we _first_ rotate by 20 degrees and _then_
translate by (50,50), the translation will happen in the rotated
coordinate system and thus produce a different orientation. The order
in which transformations are applied matters.
(((axis)))(((mirroring)))To flip a picture around the vertical line at a given x
position, we can do the following:
// include_code
[source,javascript]
----
function flipHorizontally(context, around) {
context.translate(around, 0);
context.scale(-1, 1);
context.translate(-around, 0);
}
----
(((flipHorizontally method)))We move the y-((axis)) to where we
want our ((mirror)) to be, apply the mirroring, and finally move
the y-axis back to its proper place in the mirrored universe. The
following picture explains why this works:
image::img/mirror.svg[alt="Mirroring around a vertical line",width="8cm"]
(((translate method)))(((scale
method)))(((transformation)))(((canvas)))This shows the coordinate
systems before and after mirroring across the central line. If we draw a
triangle at a positive x position, it would, by default, be in the
place where triangle 1 is. A call to `flipHorizontally` first does a
translation to the right, which gets us to triangle 2. It then scales,
flipping the triangle back to position 3. This is not where it should
be, if it were mirrored in the given line. The second `translate` call
fixes this—it “cancels” the initial translation and makes triangle 4
appear exactly where it should.
We can now draw a mirrored character at position (100,0) by flipping
the world around the character's vertical center.
[source,text/html]
----
<canvas></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
var img = document.createElement("img");
img.src = "img/player.png";
var spriteW = 24, spriteH = 30;
img.addEventListener("load", function() {
flipHorizontally(cx, 100 + spriteW / 2);
cx.drawImage(img, 0, 0, spriteW, spriteH,
100, 0, spriteW, spriteH);
});
</script>
----
== Storing and clearing transformations ==
(((side effect)))(((canvas)))(((transformation)))Transformations stick
around. Everything else we draw after ((drawing)) that mirrored
character would also be mirrored. That might be a problem.
It is possible to save the current transformation, do some drawing and
transforming, and then restore the old transformation. This is usually
the proper thing to do for a function that needs to temporarily
transform the coordinate system. First, we save whatever transformation the code that
called the function was using. Then, the function does its thing (on top of the
existing transformation), possibly adding more transformations. And finally, we
revert to the transformation that we started with.
(((save method)))(((restore method)))The `save` and `restore` methods
on the 2D ((canvas)) context perform this kind of ((transformation))
management. They conceptually keep a stack of transformation
((state))s. When you call `save`, the current state is pushed onto the
stack, and when you call `restore`, the state on top of the stack is
taken off and used as the context's current transformation.
(((branching recursion)))(((fractal
example)))(((recursion)))The `branch` function in the following example
illustrates what you can do with a function that changes the
transformation and then calls another function (in this case itself),
which continues drawing with the given transformation.
This function draws a treelike shape by drawing a line,
moving the center of the coordinate system to the end of the line, and calling
itself twice—first rotated to the left and then rotated to the
right. Every call reduces the length of the branch drawn, and the
recursion stops when the length drops below 8.
[source,text/html]
----
<canvas width="600" height="300"></canvas>
<script>
var cx = document.querySelector("canvas").getContext("2d");
function branch(length, angle, scale) {
cx.fillRect(0, 0, 1, length);
if (length < 8) return;
cx.save();
cx.translate(0, length);
cx.rotate(-angle);
branch(length * scale, angle, scale);
cx.rotate(2 * angle);
branch(length * scale, angle, scale);
cx.restore();
}
cx.translate(300, 0);
branch(60, 0.5, 0.8);
</script>
----
ifdef::book_target[]
The result is a simple fractal.
image::img/canvas_tree.png[alt="A recursive picture",width="5cm"]
endif::book_target[]
(((save method)))(((restore method)))(((canvas)))(((rotate method)))If
the calls to `save` and `restore` were not there, the second recursive
call to `branch` would end up with the position and rotation created
by the first call. It wouldn't be connected to the current branch but
rather to the innermost, rightmost branch drawn by the first call. The
resulting shape might also be interesting, but it is definitely not a
tree.
[[canvasdisplay]]
== Back to the game ==
(((drawImage method)))We now know enough about ((canvas)) drawing to
start working on a ((canvas))-based ((display)) system for the
((game)) from the link:15_game.html#game[previous chapter]. The new
display will no longer be showing just colored boxes. Instead, we'll
use `drawImage` to draw pictures that represent the game's elements.
(((CanvasDisplay type)))(((DOMDisplay type)))We will define an object
type `CanvasDisplay`, supporting the same ((interface)) as
`DOMDisplay` from link:15_game.html#domdisplay[Chapter 15], namely, the
methods `drawFrame` and `clear`.
(((state)))This object keeps a little more information than
`DOMDisplay`. Rather than using the scroll position of its DOM
element, it tracks its own ((viewport)), which tells us what part of
the level we are currently looking at. It also tracks ((time)) and
uses that to decide which ((animation)) ((frame)) to use. And finally,
it keeps a `flipPlayer` property so that even when the player is
standing still, it keeps facing the direction it last moved in.
// include_code
[sandbox="game"]
[source,javascript]
----
function CanvasDisplay(parent, level) {
this.canvas = document.createElement("canvas");
this.canvas.width = Math.min(600, level.width * scale);
this.canvas.height = Math.min(450, level.height * scale);
parent.appendChild(this.canvas);
this.cx = this.canvas.getContext("2d");
this.level = level;
this.animationTime = 0;
this.flipPlayer = false;
this.viewport = {
left: 0,
top: 0,
width: this.canvas.width / scale,
height: this.canvas.height / scale
};
this.drawFrame(0);
}
CanvasDisplay.prototype.clear = function() {
this.canvas.parentNode.removeChild(this.canvas);
};
----
(((CanvasDisplay type)))The `animationTime` counter is the reason we
passed the step size to `drawFrame` in
link:15_game.html#domdisplay[Chapter 15], even though `DOMDisplay`
does not use it. Our new `drawFrame` function uses the counter to track time
so that it can switch between ((animation)) ((frame))s based on the
current time.
// include_code
[sandbox="game"]
[source,javascript]
----
CanvasDisplay.prototype.drawFrame = function(step) {
this.animationTime += step;
this.updateViewport();
this.clearDisplay();
this.drawBackground();
this.drawActors();
};
----
(((scrolling)))Other than tracking time, the method updates the
((viewport)) for the current player position, fills the whole canvas
with a background color, and draws the ((background)) and ((actor))s
onto that. Note that this is different from the approach in
link:15_game.html#domdisplay[Chapter 15], where we drew the background
once and scrolled the wrapping DOM element to move it.
(((clearing)))Because shapes on a canvas are just ((pixel))s, after we
draw them, there is no way to move them (or remove them). The only way
to update the canvas display is to clear it and redraw the scene.
(((CanvasDisplay type)))The `updateViewport` method is similar to
`DOMDisplay`'s `scrollPlayerIntoView` method. It checks whether the
player is too close to the edge of the screen and moves the
((viewport)) when this is the case.
// include_code
[sandbox="game"]
[source,javascript]
----
CanvasDisplay.prototype.updateViewport = function() {
var view = this.viewport, margin = view.width / 3;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5));
if (center.x < view.left + margin)
view.left = Math.max(center.x - margin, 0);
else if (center.x > view.left + view.width - margin)
view.left = Math.min(center.x + margin - view.width,
this.level.width - view.width);
if (center.y < view.top + margin)
view.top = Math.max(center.y - margin, 0);
else if (center.y > view.top + view.height - margin)
view.top = Math.min(center.y + margin - view.height,
this.level.height - view.height);
};
----
(((boundary)))(((Math.max function)))(((Math.min function)))(((clipping)))The calls
to `Math.max` and `Math.min` ensure that the viewport does
not end up showing space outside of the level. `Math.max(x, 0)`
ensures that the resulting number is not less than zero.
`Math.min`, similarly, ensures a value stays below a given bound.
When ((clearing)) the display, we'll use a slightly different
((color)) depending on whether the game is won (brighter) or lost
(darker).
// include_code
[sandbox="game"]
[source,javascript]
----
CanvasDisplay.prototype.clearDisplay = function() {
if (this.level.status == "won")
this.cx.fillStyle = "rgb(68, 191, 255)";
else if (this.level.status == "lost")
this.cx.fillStyle = "rgb(44, 136, 214)";
else
this.cx.fillStyle = "rgb(52, 166, 251)";
this.cx.fillRect(0, 0,
this.canvas.width, this.canvas.height);
};
----
(((Math.floor function)))(((Math.ceil function)))(((rounding)))To draw the
background, we run through the tiles that are visible in the current
viewport, using the same trick used in `obstacleAt` in the
link:15_game.html#viewport[previous chapter].
// include_code
[sandbox="game"]
[source,javascript]
----
var otherSprites = document.createElement("img");
otherSprites.src = "img/sprites.png";
CanvasDisplay.prototype.drawBackground = function() {
var view = this.viewport;
var xStart = Math.floor(view.left);
var xEnd = Math.ceil(view.left + view.width);
var yStart = Math.floor(view.top);
var yEnd = Math.ceil(view.top + view.height);
for (var y = yStart; y < yEnd; y++) {
for (var x = xStart; x < xEnd; x++) {
var tile = this.level.grid[y][x];
if (tile == null) continue;
var screenX = (x - view.left) * scale;